Reforged introduces a number of brand-new weapons, while also greatly rebalancing and expanding existing weapon mechanics, scalings and more.
New Weapons[]
General Weapon Changes[]
Use the Elden Ring Weapon Calculator to check weapon stats/requirements. Make sure Game Version/Mod is set to "ELDEN RING Reforged" at the top left.
Scaling[]
Changed the way weapon scaling is displayed. Weapon scaling ranks are now flat, and do not change with weapon level. This means a weapon that has B scaling in
Strength at + 1 will have also have B scaling in
Strength at + 25. This makes it easier to determine how a weapon will work within your build without any unnecessary guesswork. Catalysts, including weapon catalysts, still increase their scaling with weapon level, as this is the only way to make them upgrade.
Weapon stat scalings have been greatly increased, and their base damage has been reduced. This makes damage stats more important, as most of the weapon damage in the base game comes from base damage + upgrades.
If you want to invest heavier in "Bar Stats" (
Vigor,
Mind, and
Endurance) and less in weapon stats, it's recommended to experiment with Status Effects, as they have consistent damage output. Crossbows are also largely stat agnostic. Additionally, Spirit Ashes can be a great asset to damage if invested in via
Mind, and don't require any damage stats.
The 50%
Strength damage boost from two-handing a weapon has been removed, and replaced with a global 8% damage increase. The 50%
Strength boost for the purpose of meeting minimum requirements still exists. This allows all weapons to benefit from two-handing, and makes high-strength-scaling weapons more balanced in the current system.

An example of the new Weapon UI, showing off some hidden stats and the new icons.
Status Buildup[]
Completely rebalanced the amount of
Status Buildup weapons deal.
Arcane scaling now applies to all status effects, and is applied regardless of a weapon's
Arcane damage scaling, up to 1.5x at 99
Arcane.
Weapons deal less
Status Buildup per individual hit while in a Powerstancing (or paired weapon) configuration, but hitting with both weapons deals slightly more overall.
Attacks that hit multiple times in very quick succession (such as the special Heavy Attack on the Warhawk Talon and Serpentbone Blade) deal greatly reduced
Status Buildup with the initial fast hit, but all hits connecting will deal the weapon's full buildup.
UI[]
New UI elements have been added to show off several hidden weapon stats and improve the visual appearance of the stat card. A visual of the overhauled UI can be seen on the right.
Damage Types[]
Changed damage type of the player's gear to better reflect the type of damage that should be used. For example, Forked Hatchet now deals
Pierce damage and the Torchpole's physical damage is now
Strike.
Attack Trails[]
Introduced unique attack trails for most weapons. A weapon's affinity, property such as status buildup, or connection to a certain subject or material will now be represented by a distinct trail when swinging the weapon. Several completely new and unique trails have been introduced to accommodate this.
Upgrading Weapons[]
Weapon upgrading has been reworked extensively. Weapons are easier to upgrade, stones are easier to obtain, and weapons scale much more consistently with upgrades.
Buffing Weapons[]
All melee weapons may be buffed through grease items, skills, or spells, even if they are somber, already possess an affinity, or innately have an elemental damage type. Only a single buff can be active on a weapon at a time.
- The exceptions to this rule are buffs from Roar skills such as War Cry, and the special boost from Perfect Deflecting. These will not override other weapon buffs.
Buffing an armament with an ![]()
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Elemental or Status Grease, Buff Skill, or Spell will increase that armament's blocking for that Element or Status by 20%.
- Examples: Using Poison Grease will increase
Poison
Status Buildup blocked by 20%. Using Sacred Blade will increase
Holy Guarded Negation by 20%. Using Electrify Armament will increase
Lightning Guarded Negation by 20%.
Since weapon buffs add at least some amount of flat
Damage or
Status Buildup, Greases and Weapon Buff effects scale with the class of weapon. Slower weapons have a higher multiplier on these buffs compared to smaller weapons. Very long weapons also get a very slight penalty.
Daggers - x0.8
Throwing Blades - x0.8
Backhand Blades - x0.85
Claws - x0.85
Curved Swords - x0.85
Thrusting Swords - x0.85
Axes - x0.95
Fists - x0.9
Hand-to-Hand - x0.9
Katanas - x0.9
Spears - x0.9
Straight Swords - x0.9
Hammers - x0.95
Light Greatswords - x0.95
Twinblades - x0.95
Beast Claws - x1
Flails - x1
Halberds - x1
Heavy Thrusting Swords - x1
Perfume Bottles - x1
Reapers - x1
Whips - x1
Curved Greatswords - x1.05
Great Katanas - x1.05
Greatswords - x1.05
Greataxes - x1.1
Great Hammers - x1.1
Great Spears - x1.1
Colossal Swords - x1.15
Colossal Weapons - x1.2Note: While throwing blades have a value defined, this will only apply to critical attacks performed with the weapon. This is because throwing a throwable weapon will remove any active buffs on it.
Shields[]
Updated how status effect resistance works when blocking. Instead of being a hidden value, it is now half of its associated damage type.
Physical Guarded Negation -
Blood Loss/
Poison/
Scarlet Rot
Magic Guarded Negation -
Frostbite
Fire Guarded Negation -
Madness
Lightning Guarded Negation -
Sleep
Holy Guarded Negation -
Death Blight
For example, a shield with 50% resistance in a damage type will block 25% of that status build up. Affinities will boost elemental resistance or status resistance by 25%, so a
Poison-infused Shield will have 25% more
Poison resistance without 25% more
Physical Guarded Negation, and a Magic-infused shield will gain 25%
Magic Guarded Negation.
Greatly increased shield damage scaling across the board.
Ranged Weapons[]
Bows, Crossbows, and other ranged weapons have received extensive reworking to all facets in Reforged.
- Each ranged weapon class has been given greater variety in mechanics and
Projectile Range, allowing them to each possess a more significant niche. - All bows and crossbows now have minor
Intelligence and
Faith scalings, which by default apply exclusively to 


Elemental Damage. - New ammunition types have been added, to allow a wider range of elemental and status effects on ranged weapons. Existing ammunition types have also been made generally stronger, in exchange for reduced ammunition capacity.
Weight Rates[]
The weapon weight rate system allows weapons to attack slightly faster or slower depending on a unique weapon attribute called "weaponWeightRate". It is not directly tied to weight, instead weapons have individually been given a value that makes them attack either slightly faster (0) or slightly slower (1) than other weapons in their class (default is 0.5).
Powerstance attacks are not affected by this attribute.
Axes
Backhand Blades
Beast Claws
Claws
Colossal Swords
Colossal Weapons
Curved Greatswords
Curved Swords
Daggers
Fists
Flails
Greataxes
Great Hammers
Great Katanas
Great Spears
Greatswords
Halberds
Hammers
Hand-to-Hand
Heavy Thrusting Swords
Katanas
Light Greatswords
Perfume Bottles
Reapers
Spears
Straight Swords
Throwing Blades
Thrusting Shields
Thrusting Swords
Twinblades
Whips
Weapon Catalysts[]
Weapon Catalysts are weapons which can cast spells while in the right hand or 2-handed by using the Guard + Light Attack input, at the cost of very slightly reduced attack and spell power compared to dedicated weapons/catalysts.
Powerstancing[]
The following weapon classes are now powerstancing compatible:
- Axes with Hammers and Flails
- Greataxes with Greathammers
- Colossal Weapons with Colossal Swords
- Curved Greatswords with Greatswords
Vanilla Weapon Changes[]
Many vanilla weapons have received significant alterations in Reforged, including changes to moveset, scalings, and status buildup.






















